﻿intrinsic class net.wargaming.dialogs.VehicleSellDialog extends net.wargaming.notification.MessageDialog
{
    var complexDevice, ddLine, mask, setingsDropBtn, slidingScrList, _visible, complDevBg, showScrList, tweenObj, animInProgress, dropdownResult, _y, devHeight, iconTextAlpha, creditsIT, goldIT, arrowBG, windBgForm, windBG, cancelBtn, submitBtn, result_mc, dropdownBg, sellData, _target, vehicleData, modulesData, shellsData, invalidate, renderersArr, complexDeviceRenderers, inBarracsDrop, title, tankNameTF, tankDescribeTF, tankLevelTF, tankIcon, crewTF, emptySellIT, enableEscapeHandle;
    function VehicleSellDialog()
    function configUI()
    function handleClose(args)
    function handleSubmit(event)
    function startAnimation()
    function draw()
    function wasDrawnHandler(e)
    static function show(vehInvID)
    function populateUI()
    function setData(vehicle, modules, shells, removePrice)
    function submitSellDialog()
    function setInventory(modules, shells)
    function setShells(vehicle)
    function setEquipment(vehicle)
    function setDevices(vehicle)
    function setHeader(vehicle)
    function updateMoneyResult(event)
    function checkGold(value)
    function changeGold(value)
    function setGoldText(creditsCommon, goldCommon)
    function showLevel(level)
    function handleInput(details, pathToFocus)

    static var dialogSource = "VehicleSellDialog";
    var vehInvID = -1;
    var creditsCommon = 0;
    var goldCommon = 0;
    var goldComplDev = 0;
    var creditsComplDev = 0;
    var tankPrice = 0;
    var removePrice = 10;
    var complexDevicesArr = [];
    var sell = null;
    var setDialogSettings = null;
    var getDialogSettings = null;
    var wasDrawn = false;
    var goldInvis = false;
} // End of Class
